Implementing a custom doPause method depends entirely on your specific framework, as “doPause” is a standard lifecycle hook name used across many programming ecosystems.
Here is how to implement it across the three most common development environments: Salesforce B2B Commerce, Java/Android, and Unity/C#. 1. Salesforce B2B Commerce (B2BLE)
In Salesforce B2B Commerce integrations, the doPause method is part of the checkout flow extensibility. It safely halts the checkout process to wait for an external service (like a payment gateway or asynchronous ERP check) to complete.
Override the Base Class: Extend the standard checkout integration class (e.g., sfdc_checkout.PaymentConnect).
Return a State: The method must return a sfdc_checkout.IntegrationStatus object.
Set the Status: Change the status property to IntegrationStatus.Status.FAILED or a custom pause state to trigger the pause mechanism in the UI.
global class CustomPaymentIntegration extends sfdc_checkout.PaymentConnect { global override sfdc_checkout.IntegrationStatus doPause(sfdc_checkout.IntegrationInfo jobInfo) { sfdc_checkout.IntegrationStatus status = new sfdc_checkout.IntegrationStatus(); // 1. Log the state or save transaction ID // 2. Set status to show the system is waiting status.status = sfdc_checkout.IntegrationStatus.Status.FAILED; // Halts progress until resume status.message = ‘Waiting for third-party payment confirmation…’; return status; } } Use code with caution. 2. Java and Android Development
In Java applications, a doPause method is typically a custom wrapper used to safely pause background worker threads, gameplay loops, or UI rendering.
Use a Volatile Flag: Control the loop execution using a thread-safe boolean variable.
Sync and Wait: Use Java’s synchronized block and wait() method to put the thread to sleep without burning CPU cycles.
public class GameLoop implements Runnable { private volatile boolean isPaused = false; private final Object pauseLock = new Object(); // Your custom doPause implementation public void doPause() { synchronized (pauseLock) { isPaused = true; } } public void doResume() { synchronized (pauseLock) { isPaused = false; pauseLock.notifyAll(); // Wakes up the thread } } @Override public void run() { while (true) { synchronized (pauseLock) { while (isPaused) { try { pauseLock.wait(); // Thread sleeps here until resume } catch (InterruptedException e) { return; } } } // Active background work goes here } } } Use code with caution. 3. Unity & C# (Game Development)
In Unity, a custom doPause method is usually written within a GameManager script to freeze game time, stop inputs, and trigger a pause menu.
Manipulate Time Scale: Set Time.timeScale to 0 to freeze physics and frame updates.
Toggle State: Use a static variable or event to notify other game systems (like audio or AI) to pause.
using UnityEngine; public class GameManager : MonoBehaviour { public static bool IsGamePaused = false; public GameObject pauseMenuUI; // Your custom doPause implementation public void DoPause() { pauseMenuUI.SetActive(true); Time.timeScale = 0f; // Freezes the game world IsGamePaused = true; } public void DoResume() { pauseMenuUI.SetActive(false); Time.timeScale = 1f; // Returns game to normal speed IsGamePaused = false; } } Use code with caution.
To help me tailor this code exactly to your project, could you let me know:
What programming language or software framework are you building in?
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